As part of the initial research process, stakeholders from both the supply and demand sides were interviewed to get both qualitative and quantitative information. Heads of LiveOps, CEOs, CTOs of Game Development, Heads of Virtual World Engineering, VPs of Metaverse Strategy, Chief Creative Officers (CCOs), and Blockchain Gaming Directors from metaverse platform providers (Meta Platforms, Epic Games, Roblox, Unity), cloud gaming service providers (Microsoft xCloud, NVIDIA GeForce Now), VR hardware manufacturers, and game studios that make action, RPG, and simulation games were some of the supply-side sources. On the demand side, there were professional eSports team managers, content creators and streamers on Twitch and YouTube Gaming, presidents of casual gaming community guilds, VR arcade operators, tournament organizers for competitive gaming, game monetization consultants, and procurement leads from companies that make gaming accessories, run esports venues, and run Web3 gaming guilds. Primary study confirmed user segmentation by platform, confirmed timelines for the metaverse roadmap, and gathered information on how to keep players, how to price virtual goods, and how to make sure that different platforms can work together.
Primary Respondent Breakdown:
By Designation: C-level Primaries (30%), Director Level (35%), Others (35%)
By Region: North America (32%), Europe (25%), Asia-Pacific (35%), Rest of World (8%)